﻿#if CONVERT_MODELS
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using static MCSkin3D.ModelLoader;

namespace MCSkin3D.Models.Convert
{
	public class ModelChicken : ModelBase
	{
		public ModelRenderer head;
		public ModelRenderer body;
		public ModelRenderer rightLeg;
		public ModelRenderer leftLeg;
		public ModelRenderer rightWing;
		public ModelRenderer leftWing;
		public ModelRenderer bill;
		public ModelRenderer chin;

		public ModelChicken()
		{
			int i = 16;
			this.head = new ModelRenderer(this, 0, 0, ModelPart.Head);
			this.head.addBox(-2.0F, -6.0F, -2.0F, 4, 6, 3, 0.0F, "Head");
			this.head.setRotationPoint(0.0F, (float)(-1 + i), -4.0F);
			this.bill = new ModelRenderer(this, 14, 0, ModelPart.Head);
			this.bill.addBox(-2.0F, -4.0F, -4.0F, 4, 2, 2, 0.0F, "Bill");
			this.bill.setRotationPoint(0.0F, (float)(-1 + i), -4.0F);
			this.chin = new ModelRenderer(this, 14, 4, ModelPart.Head);
			this.chin.addBox(-1.0F, -2.0F, -3.0F, 2, 2, 2, 0.0F, "Chin");
			this.chin.setRotationPoint(0.0F, (float)(-1 + i), -4.0F);
			this.body = new ModelRenderer(this, 0, 9, ModelPart.Chest);
			this.body.addBox(-3.0F, -4.0F, -3.0F, 6, 8, 6, 0.0F, "Body");
			this.body.setRotationPoint(0.0F, (float)i, 0.0F);
			this.rightLeg = new ModelRenderer(this, 26, 0, ModelPart.RightLeg);
			this.rightLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3, "Right Leg");
			this.rightLeg.setRotationPoint(-2.0F, (float)(3 + i), 1.0F);
			this.leftLeg = new ModelRenderer(this, 26, 0, ModelPart.LeftLeg);
			this.leftLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3, "Left Leg");
			this.leftLeg.setRotationPoint(1.0F, (float)(3 + i), 1.0F);
			this.rightWing = new ModelRenderer(this, 24, 13, ModelPart.RightArm);
			this.rightWing.addBox(0.0F, 0.0F, -3.0F, 1, 4, 6, "Right Wing");
			this.rightWing.setRotationPoint(-4.0F, (float)(-3 + i), 0.0F);
			this.leftWing = new ModelRenderer(this, 24, 13, ModelPart.LeftArm);
			this.leftWing.addBox(-1.0F, 0.0F, -3.0F, 1, 4, 6, "Left Wing");
			this.leftWing.setRotationPoint(4.0F, (float)(-3 + i), 0.0F);
		}

#if RENDER
		/**
		 * Sets the models various rotation angles then renders the model.
		 */
		public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
		{
			this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);

			if (this.isChild)
			{
				float f = 2.0F;
				GlStateManager.pushMatrix();
				GlStateManager.translate(0.0F, 5.0F * scale, 2.0F * scale);
				this.head.render(scale);
				this.bill.render(scale);
				this.chin.render(scale);
				GlStateManager.popMatrix();
				GlStateManager.pushMatrix();
				GlStateManager.scale(1.0F / f, 1.0F / f, 1.0F / f);
				GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
				this.body.render(scale);
				this.rightLeg.render(scale);
				this.leftLeg.render(scale);
				this.rightWing.render(scale);
				this.leftWing.render(scale);
				GlStateManager.popMatrix();
			}
			else
			{
				this.head.render(scale);
				this.bill.render(scale);
				this.chin.render(scale);
				this.body.render(scale);
				this.rightLeg.render(scale);
				this.leftLeg.render(scale);
				this.rightWing.render(scale);
				this.leftWing.render(scale);
			}
		}
#endif

		/**
		 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
		 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
		 * "far" arms and legs can swing at most.
		 */
		public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
		{
			this.head.rotateAngleX = headPitch * 0.017453292F;
			this.head.rotateAngleY = netHeadYaw * 0.017453292F;
			this.bill.rotateAngleX = this.head.rotateAngleX;
			this.bill.rotateAngleY = this.head.rotateAngleY;
			this.chin.rotateAngleX = this.head.rotateAngleX;
			this.chin.rotateAngleY = this.head.rotateAngleY;
			this.body.rotateAngleX = ((float)Math.PI / 2F);
			this.rightLeg.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount;
			this.leftLeg.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float)Math.PI) * 1.4F * limbSwingAmount;
			this.rightWing.rotateAngleZ = ageInTicks;
			this.leftWing.rotateAngleZ = -ageInTicks;
		}
	}
}
#endif